class Custom_DmgType_SwordCutB extends UTDmgType_Rocket
	abstract;

static function SpawnHitEffect(Pawn P, float Damage, vector Momentum, name BoneName, vector HitLocation)
{
	local UTPawn UTP;

	Super.SpawnHitEffect(P,Damage,Momentum,BoneName,HitLocation);

	UTP = UTPawn(P);
	if(UTP != none)
		UTP.SoundGroupClass.Static.PlayCrushedSound(P);
}

defaultproperties
{
	bLocationalHit=true
	bNeverGibs=true
	bCausesBlood=true
	bSeversHead=true
	bUseTearOffMomentum=true
	bExtraMomentumZ=false
}
